Introduction
Obesity is a significant global public health concern as global trends indicate a substantial increase in the prevalence among children, adolescents and adults over recent decades.1–3 A key contributing factor to the obesogenic environment is unhealthy food marketing,4 5 which involves advertising energy-dense and nutrient-poor food and beverage products (from here on referred to as food products, food brands or food marketing) that contribute to unhealthy eating behaviours in children, adolescents and adults.6–8 Food marketers have used various methods and outlets to promote these unhealthy products, including sports, television, outdoor spaces, print media and digital media.9 10
Sports-related marketing is of interest as it often targets a specific demographic, primarily the youth and, more specifically, younger males.11 12 Food marketing strategies in sports typically include product placement, sponsorships, athlete endorsements and brand advertising within sports competitions.11 12 Food products in sports are typically promoted through commercials, athletic events, online advertisements and in-store promotions.11 12 Professional sports athletes are uniquely positioned to leverage their platform to promote food products as the public may perceive them as a credible source of effective and healthy products.13 14 Athlete endorsements often lead to an increased positive impression of food products through explicit claims or references within marketing, a phenomenon known as the halo effect.15 16
In recent years, electronic sports, or esports, has become a major player in sports broadcasting, with League of Legends being the most popular esports.17 Esports is a relatively new form of competitive video gaming at a professional level with an emphasis on strategic thinking, teamwork and fast reflexes, all without the requirement of strength and, in most cases, physical activity. The organisation of esports is similar to that of traditional sports, including the use of broadcasts, media promotions, worldwide audiences and organisational elements such as events, leagues, teams, coaches, players, referees and agents.18 Esports events are typically broadcasted on a variety of platforms, such as traditional sports outlets like ESPN and more modern livestreaming platforms such as Twitch.tv. During these broadcasts, audiences are exposed to pervasive food marketing.19
Although esports is a relatively new form of entertainment, its global audience in 2021 was 489.5 million and is expected to grow by 8.7% to reach 532 million by the end of 2022.20 Similar to traditional sports, the audience is primarily male (66%); however, spectators tend to be younger than those in traditional sports.20 For example, 32% of the audience is 16–24 years, and 62% of the audience is 16–34 years.20 21 Major esports events also garner a substantial amount of engagement comparable to traditional sports. For example, the 2021 League of Legends World Championship was watched for 1.69 million hours, and the finals reached 73.8 million peak concurrent viewers.22 23 This is comparable to traditional sporting events, as the last two Super Bowls reached 167 million viewers in 2022 and 92 million viewers, respectively, in 2021.24 25
With technology becoming increasingly influential in modern society, it is unsurprising to see an increase in both esports consumption and participation. A recent analysis compared esports and sports spectator motives and found traditional sports and esports to be consumed alike, indicating that esports events can be marketed similarly to traditional sports events.26 However, while there are marketing parallels, esports and traditional sports differ significantly in certain aspects. For example, esports relies on extensive screen exposure, which has been linked to several negative health outcomes.27 Unlike traditional sports that often involve physical strength and coordination, esports presents unique challenges associated with prolonged sitting and screen exposure. Nevertheless, the similarities between traditional sports and esports permit food marketers to use esports analogously to traditional sports. For example, product and brand placement commonly observed during esports events is similar to marketing campaigns seen in traditional sports.28 29
These marketing partnerships reach through the entire esports organisational structure, with companies being able to use static and dynamic advertisements, include product placement and feature their brands on team jerseys.30 31 However, the modern digital environments that broadcast esports events often have unique aspects that provide marketers with opportunities to increase brand exposure and drive immediate purchase behaviours beyond what traditional sports provides.30 31 This type of marketing is not only contained to the leagues and events, but brands garner further attention in a unique manner as professional and former professional esports players often have their own livestreams to play games and interact with viewers. In esports, players interact with their viewers and showcase products and brands while casually playing games on their livestream, amplifying the power of sponsorships. This can create a marketing dynamic unique to esports, wherein food marketing messaging is reinforced through extensive screen-time exposure to onscreen product use and promotion, which could lead to heightened expectations and permissiveness of food marketing at live events. Additionally, influencers such as livestreamers and gamers also promote food, beverage and alcohol products during their livestream and amplify the message to millions.32 Therefore, food marketers can generate up to millions of hours of exposure by partnering with a prominent esports streamer.11 12
In addition to broadcast elements, another avenue for pervasive food marketing in esports is through social media channels. As people spend more time in the online digital space, food marketers have exploited the opportunity to leverage brand exposure with their social media accounts. A recent report from 2017 indicated that one-quarter of US esports fans reported interest in using social media to follow esports sponsors, demonstrating that digital and social media marketing is an effective outlet to reach esports fans.33 Social media accounts are used to market products and services, such as cross-promotion sponsorships between food products and esports events, leagues, teams and players.32 The cross-promotion across social media increases the reach of the marketing campaigns as well as viewer engagement with both the food brands and esports.
The underlying esports structure and potential marketing outlets are key to understanding the breadth and depth of food marketing in esports. Each layer in the esports organisational structure, such as players, teams, leagues and events, provides a unique marketing outlet for brand exposure through sponsorships specifically tailored to the respective esports audience. At the macro level, esports is structured similarly to traditional sports as esports teams play video games organised into leagues and events. An esports league involves players or teams that compete in a structured order on a regular (eg, weekly) basis, typically called a season, and the league generally crowns a champion based on a win/loss ratio, points accumulated or by wins in a structured tournament. Esports leagues are present across major regions of the world; however, they are typically regional (eg, North America, Europe), and the viewership for weekly league matches tends to be lower than larger one-off esports events or worldwide championship events. Esports events can also be incorporated within an existing league system (eg, a playoff series) or can be ‘one-off’ special events (eg, Dorito’s Bowl). An analogous example in traditional sports is the comparison between a playoff match in the National Basketball Association (NBA) and basketball at the Olympics. The NBA playoffs is an event within the premier basketball league in North America, and the Olympics is a special event for teams and players outside of a specific league system. In traditional sports, the National Football League (NFL) represents the league structure. Teams such as the Dallas Cowboys compete regularly within the NFL, similar to esports leagues. The NFL hosts special events, such as the Pro Bowl, separate from the regular league matches.
In order to capture the depth of marketing within esports, it is essential to distinguish between macro level elements (ie, events and leagues) and micro level elements (ie, teams and players). For instance, while a major league may have a primary sponsorship with a brand, a team within that league may be endorsed by a specific company, and an individual player on that team could have a personal partnership with a different brand. Players themselves often foster unique partnerships that may be promoted through their own social media and livestreaming channels. Despite widespread criticism from the public health community over the use of professional sports for marketing energy-dense, nutrient-poor foods, the depth of such marketing within esports remains unexplored.34 The goal of this paper is to identify and quantify sponsorships across both macrocomponents and microcomponents of the esports organisational structure.